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so I just started using Substance Painter and when I import my model as an FBX from Blender the UV's appear fine in the UV window in painter but as soon as I apply any texture it is mapped strangely.

UV's in blender UV mapping

I only have one material on the object, I applied the modifiers and transforms on export, changed up and forward axis and also tried exporting as an OBJ instead of FBX.

Model after importing into Painter with the correct UV's

Here I just added a random grunge texture to the base colour of a fill layer. No matter what I change I always get this same mapping on the model, even switching to triplaner mapping gives a similar result.

Stretched UV seams

UV layout view

Here is what the generated curvature map looks like from substance.

Curvature map

Here I applied the curvature map as a mask to a fill layer.

Curve map mask

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  • $\begingroup$ May be you have multiple UVMaps. $\endgroup$
    – FFeller
    Oct 7 at 17:48
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    $\begingroup$ Hard to see whether your UVs are nice based on the first screenshot. However, if this is all fine in Blender, your issue most likely is that you forgot to generate the mesh maps in painter: helpx.adobe.com/substance-3d-painter/using/baking.html $\endgroup$
    – brockmann
    Oct 7 at 17:51
  • $\begingroup$ @Emir I just have a principled BSDF as the only shader. How would I add a picture as a comment? $\endgroup$ Oct 8 at 3:42
  • $\begingroup$ @FFeller I only have one uv map on the mesh. $\endgroup$ Oct 8 at 3:43
  • $\begingroup$ @brockmann I added a picture of the uv mapping in the post, let me know if thats sufficient for painter. Also I did generate the mesh maps and when I viewed them they looked perfect, however as soon as I applied them they gave this strange mapping. $\endgroup$ Oct 8 at 3:46
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My sculpt was 9 million polygons, so it seems Substance didnt know what to do with it. Exported out at a lower resolution on the multires modifier and then baked the high poly back on seemed to work. Not sure what the poly limit is in Substance.

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